Tremere Lore

Tremere Lore 1


  • You can remember parts of the Code of Tremere, but as bits and pieces, as fragments of the whole. It would require concentration to recite the entire Code of Tremere.
  • You know that breaking the Tremere rules is a bad thing, and that loyalty to House and Clan is everything. The Tremere are an ancient and secret society of sorcerers, with a hierarchy composed of multiple ranks within the clan, but nobody is supposed to know that.
  • The Pyramid everyone refers to is a mystical entity that oversees all Tremere.
  • Tremere aren't supposed to take open positions of power in the Camarilla.
  • You know who the local Regent is, or at least who appears to be the Tremere in power in the city.
  • Stay out of trouble, because Tremere who get in trouble too often vanish mysteriously and sometimes reappear greatly changed.
  • Tremere refuse to teach their magic to anyone else.
  • Nobody is supposed to know where the Tremere sleep during the day but the Tremere.
  • Stupidity equals expendability.
  • The location of the Chantry should never be revealed.
  • The Tremere are run out of Vienna by incredibly powerful and controlling Elders.
  • You know that when asked about their magic, the Tremere give the response: "that's a good question, let me do some research and I will get back to you"

Tremere Only


  • You know basic workings of your own chantry, and most of the general policies of the local Regent.
  • Tremere aren't supposed to talk to those of higher rank without permission.

Tremere Lore 2


  • Some of the internal politics within the chantry.
  • You have memorised the Code of Tremere and know your Regent's interpretation of it.
  • You've heard of some of the more common interpretations of the Code of Tremere.
  • Demons are not to be conjured; they can trick you and claim your soul.
  • The penalties for breaking the Tremere rules are very harsh…you may even have learned this first hand.
  • If you serve the House and Clan Tremere well, you will be rewarded. If you fail, you may end up dead.
  • There are a couple of main factions of thought within the clan.
  • You know the basics about what Path of Blood through advanced can do.
  • You know what a few rituals can do, usually only the ones you have been taught or have seen in common use.
  • Salubri are evil and monstrous three-eyed vampires that all loyal Tremere should kill on sight.
  • Tremere never turn traitor to the Sabbat.
  • The Tremere are the real reason there are only seven clans in the Camarilla.
  • You know that Assamites hate the Tremere, and may have heard rumours about the curse.
  • "Going to Vienna" is a euphemism for what happens to those that the clan is mad at.
  • You may know who the Lord in your Region is.

++Tremere Only


  • You know not to contact the Lord without the Regent's permission.
  • Low ranking Tremere should consult their elders before taking a position of power in the Camarilla.

Tremere Lore 3


  • Believes the story that Tremere and his companions became vampires through the use of their magic.
  • How the Regent interprets many issues in the Code.
  • Suspects that secret societies may exist within the Tremere.
  • May know general details about the Children of the Pyramid and one other secret society.
  • A working knowledge of the history of Clan Tremere, as presented in the clanbook. however, NOTHING about the diablerie of Saulot
  • May have heard of Gargoyles or Homunculi.
  • Has heard of the Assamite curse.
  • You have a working knowledge of what 1-3 Paths will do (Other than the ones you can cast)
  • You have a working knowledge of what about 1-7 rituals will do (other than the ones that you can cast)

Tremere Only


  • Possibly has sat on a tribunal.
  • Knows the Thaumaturgical areas of interests of those Tremere living within the chantry.
  • Has heard that the Council has some sort of Secret Police

Tremere Lore 4


  • Has some familiarity with parts of the Peripheral Code and its complications.
  • Some knowledge about the Hierarchy in their Lord's Realm. Can identify prominent traditionalists and transitionalists.
  • How the Lord interprets the Code.
  • The tradition of certamen.
  • You have a working knowledge of what 2-6 Paths will do (Other than the ones you can cast)
  • You have a working knowledge of what 3-12 rituals will do (Other than the ones you can cast).

Tremere Only


  • Knows the proper role of a panel member or a "voice" at a Tribunal.
  • How to get someone sent to Vienna—properly (see Tremere Guide).
  • The existence of the non-geographic Pontifices.
  • Basic knowledge of 2-3 secret societies (equivalent to the write-up in the clanbook).
  • Knows of the existence of the Astors, but no clue who any of them are.

Tremere Lore 5


  • The many ways the Peripheral Code can be cited and interpreted.
  • A great deal about Tremere History, including significant knowledge of the Peripheral Code, the rulings of past tribunals, and decisions made by the Councillor.
  • The prevalence of secret societies (rough knowledge of 5-6).
  • Some knowledge of the House and Clan's affairs in their region.
  • The labyrinthine complexities of the Peripheral Code.
  • Not to talk about the events of 1133
  • You have a working knowledge of what many Paths will do (Other than the ones you can cast)
  • You have a working knowledge of what many rituals will do (Other than the ones you can cast).

Tremere Only


  • When and how to contact a Pontifex (without being demoted to Apprentice 1 and sent to Antarctica).
  • The true story behind the creation of the Gargoyles.
  • How to approach the Councillor.
  • Knows some of the Tremere involved in the secret societies.
  • Knowledge of the hierarchy within their Pontifex's Order.
  • Some vague ideas as to how the Councillor thinks and acts.
  • How to serve as Praeco at a tribunal
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